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Posted

Got any fix for this ongoing issues: 

 _ Enemy attack right after sex done ( player grapss, say gottta retreat,...) lead to another violate event, so the player end up being violate for eternity. ( even tho the delay already set to 60 in mcm)

 _ Imposible to get the items back  by attack the item thief in retrieve quest because all weapon and armor was taken

 _ Enemy spawn non stop for a while in violate event even tho only set to 2~3 rape turns in MCM.

Love the mod to dead due to its immersive (or goofy) aspect but will you do anything with these issues anytime soon ?

Posted
52 minutes ago, terrordrone said:

 _ Enemy attack right after sex done ( player grapss, say gottta retreat,...) lead to another violate event, so the player end up being violate for eternity. ( even tho the delay already set to 60 in mcm)

 

This sounds like a negative interaction with some other mod you're using. For the majority of users, after violation the previous attackers remain non-hostile until the cooldown timer expires (or until you access your Pip-Boy or raise a weapon again).

 

52 minutes ago, terrordrone said:

 _ Imposible to get the items back  by attack the item thief in retrieve quest because all weapon and armor was taken

 

You can turn off equipment theft, or stash some spare equipment at your settlements or give extra to your followers, there are lots of options.

 

52 minutes ago, terrordrone said:

 _ Enemy spawn non stop for a while in violate event even tho only set to 2~3 rape turns in MCM.

 

Violate doesn't spawn new enemies, but depending on your settings nearby enemies may come to participate the violation (this is configurable, normally only the original combatants should get involved). Also it should stop after the number of assailants you've set in MCM, but that will depend in part on whether you've configured it to continue "until exhaustion."

Posted (edited)
13 hours ago, vaultbait said:

Violate doesn't spawn new enemies, but depending on your settings nearby enemies may come to participate the violation (this is configurable, normally only the original combatants should get involved). Also it should stop after the number of assailants you've set in MCM, but that will depend in part on whether you've configured it to continue "until exhaustion."

 

Actually, it does. Or, perhaps, I think it does.

If you have toggled the "Allow Mutually hostile aggressors" from OFF (which is default) to ON, new enemies will spawn during violation, regardless of race I think. I believe it does not "teleport" nearby enemies but actually spawn a new one. I was in an interior full of raiders only and it spawned gunners during violations.

 

More scenarios:

I had my squad violated by raiders and during animations, gunners would slowly spawn to violate as well. Additionally, I had my squad violated by deathclaws and radscropions, the latter having spawned mid-animations.

 

Try turn it off and let me know if it happens again. The funny side effect is that once the violation is completely done and the grace period is done (ie. they wont attack till X seconds passes), those enemies will attack with each other since they are in separated factions (ie. raiders vs gunners).

 

@terrordrone

Edited by georgechalkias
Posted
1 hour ago, georgechalkias said:

Actually, it does. Or, perhaps, I think it does.

If you have toggled the "Allow Mutually hostile aggressors" from OFF (which is default) to ON, new enemies will spawn during violation, regardless of race I think. I believe it does not "teleport" nearby enemies but actually spawn a new one. I was in an interior full of raiders only and it spawned gunners during violations.


Nope.  Violate doesn’t ever spawn any NPCs, it only uses whoever is available.  They will sometimes teleport if they are too far or pathing to the victim is blocked.

Posted
2 hours ago, georgechalkias said:

I got 3 companions with me, one being dogmeat. But, everytime I offer a companion a reward (to violate a surrendered enemy), its always dogmeat. How do I solve this?

 

I don't think this is a feature of Violate, is it? At least I've never seen that prompt, it sounds likely to be from an entirely different mod.

 

1 hour ago, cheese76 said:

thanks 

can i rape the deadbody?

 

No. Not with this mod anyway (nor any mod I've seen). You'll have to make due with eating them via the Cannibal perk.

Posted
26 minutes ago, vaultbait said:

I don't think this is a feature of Violate, is it? At least I've never seen that prompt, it sounds likely to be from an entirely different mod.

 

It's part of the enemy surrender dialogue.  If you demand sex, you can choose whether the surrendered enemy sleeps with you, your companion, or both together.

Posted
12 minutes ago, spicydoritos said:

 

It's part of the enemy surrender dialogue.  If you demand sex, you can choose whether the surrendered enemy sleeps with you, your companion, or both together.

That.

And, for some reason, it almost always chooses Dogmeat to violate even though I got some other companions.

 

Perhaps, as suggestion, it would be great if there was an option where you could select a companion you wanted to violate an enemy (or violate with you).

Posted
34 minutes ago, spicydoritos said:

It's part of the enemy surrender dialogue.  If you demand sex, you can choose whether the surrendered enemy sleeps with you, your companion, or both together.

 

Oh, neat! I guess I don't often travel with companions, and when I do we're usually still on the "losing side" of any combat scenarios that result in someone surrendering. Thanks, I'll have to make a point to try it out.

Posted
3 hours ago, georgechalkias said:

And, for some reason, it almost always chooses Dogmeat to violate even though I got some other companions.

I'm guessing it's because you only have 1 "companion", as the others are followers. There is a difference, and not sure how its coded, but it might be looking for companions.

If I remember right Unlimited Companions makes the additional companions followers.

Posted (edited)
4 minutes ago, izzyknows said:

I'm guessing it's because you only have 1 "companion", as the others are followers. There is a difference, and not sure how its coded, but it might be looking for companions.

If I remember right Unlimited Companions makes the additional companions followers.

I'm using AFT.

Dogmeat and Heather do not have follower slot (afaik). Curie, Cait, Piper, Darlene and Ellen do.

 

Idk, in either way, I think it would be great if we could tune via settings which companion can violate.

Edited by georgechalkias
Posted (edited)
22 hours ago, EgoBallistic said:


Nope.  Violate doesn’t ever spawn any NPCs, it only uses whoever is available.  They will sometimes teleport if they are too far or pathing to the victim is blocked.

its-alive-gene-wilder.gif

Just kidding, glad to know that you are still around.
I saw that the travel packages for aggressors have race condition so i added another one for the left over and tried it on mutant hounds (3 of them) and for some weird reason, sometime it works and they travel to the victim but most of the time only one or two make it and the others stay in place even though the active package is the travel one i added (i checked with "gcp")

Edited by lee3310
Posted
44 minutes ago, lee3310 said:

Just kidding, glade to know that you are still around.

 

Thanks, yeah I took a break, too many things going on at once.

 

44 minutes ago, lee3310 said:

saw that the travel packages for aggressors have race condition so i added another one for the left over and tried it on mutant hounds (3 of them) and for some weird reason, sometime it works and they travel to the victim but most of the time only one or two make it and the others stay in place even though the active package is the travel one i added (i checked with "gcp")

 

Hmm, I'll have to take a look at that.  Not sure why I would have put a race in those, but it's been a while since I looked at that part of the mod.

Posted
13 hours ago, vaultbait said:

 

我不认为这是 Violate 的一个功能,是吗?至少我从未见过那个提示,听起来很可能来自一个完全不同的模组。

 

 

不,无论如何都不是这个模组(也不是我见过的任何模组)。你将不得不通过食人族津贴吃掉它们。

ok thanks bro

Posted
45 minutes ago, CenturionEther101 said:

Also it keeps saying "Violation Scene Aborted"

 

Violation Scene Aborted with AAF OnSceneInit Status [4] means you don't have any animations installed that work with those actors.

Posted
9 hours ago, EgoBallistic said:

 

Thanks, yeah I took a break, too many things going on at once.

 

 

Hmm, I'll have to take a look at that.  Not sure why I would have put a race in those, but it's been a while since I looked at that part of the mod.

There is two packages with travel procedure in that alias: the cheering one that contains idles for clapping... (logic to put a race check on it) and another one with "Weapon Drawn" flag (could be used with creatures too i think even if they don't have weapons but in the doubt, i just added a third package at the bottom just above the stay at self one)

Posted

From mod scripts:

kziitd-EgoBallistic.esp
KZEB:KZEB_API
AFV report: Kziitd Fetish Toolset installed
AAF Violate: Kziitd Fetish Toolset installed

Where can I download the Kziitd Fetish Toolset mod?

Posted
18 minutes ago, stas2503 said:

From mod scripts:

kziitd-EgoBallistic.esp
KZEB:KZEB_API
AFV report: Kziitd Fetish Toolset installed
AAF Violate: Kziitd Fetish Toolset installed

Where can I download the Kziitd Fetish Toolset mod?

 

If that's what I think it is, I don't believe it's been officially released yet and is probably only in the hands of its authors and perhaps select playtesters at the moment.

Posted
56 minutes ago, izzyknows said:

One of the ways we use to weed out shitty testers.

 

Hey! I resemble that remark.

Posted (edited)

It's an ongoing project (made by kziitd and Ego) but as you can see, Ego is not very available lately and i don't think there is any other tester except the two of them (just wait for it).

 

Edited by lee3310

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